Learn how to use the core features of Arnold, the high-quality rendering engine in 3ds Max, for lighting, texturing, and rendering 3D scenes.
Overview
Syllabus
Introduction
- Welcome
- Using the exercise files
- Updating the MAXtoA plugin
- Course prerequisites
- Introducing Arnold
- Arnold rendering concepts
- Setting 3ds Max preferences
- Creating a default template scene
- ActiveShade rendering
- Tuning sampling quality
- Controlling global illumination Ray Depth
- Preview materials with GPU rendering
- Image-based lighting with scene environment
- Image-based lighting with a skydome
- Daylighting with Arnold Physical Sky
- Using multiple Skydome lights
- Setting color temperature of an environment
- Improving light samples
- Using Environment Advanced mode
- Creating an Arnold Quad Light
- Setting Arnold Quad Light parameters
- Rendering self-illuminated surfaces
- Setting Arnold Properties for an object
- Improving skydome interiors with Portal mode
- Control distance intensity with a Light Decay filter
- Emulating sunlight with an Arnold distant light
- Creating an Arnold spot light
- Focusing Lens Radius for a collimated beam
- Creating an Arnold Standard Surface
- Base color and specular roughness
- Mapping material parameters
- Surface relief with bump mapping
- Rendering metallic surfaces with metalness
- Mapping opacity
- Refracting light with transmission
- Shading with ambient occlusion
- Building an Arnold shading network
- Test rendering with the utility map
- Mesh subdivision with Arnold Properties
- Render adaptive displacement
- Optimize subdivision with frustum culling
- Control displacement with Arnold Properties
- Panorama rendering with a spherical camera
- Next steps
Taught by
Aaron F. Ross